History Main / BonusFeatureFailure

15th Jun '17 2:40:25 AM Kuruni
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* In ''VideoGame/DarkTales: Fall of the House of Usher'', the interface is adorned with an animated rat which does various vaguely distracting things like eating seeds. It serves absolutely no purpose; the player cannot interact with it or make it go away. Many players complained about this in the forums.
24th May '17 11:57:14 PM Kuruni
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* In ''MasterOfMagic'', the best quest rewards were: extra masteries, extra spell books, rescue of an elite hero, or an elite item. If you had the maximum number of spellbooks, heroes, and masteries, the game was forced to give you some crap like an Item of Lame.
24th May '17 10:45:53 AM DastardlyDemolition
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* In [[{{Videogame/Civilization}} Civilization V]], the Iroquois unique ability, ''The Great Warpath'' allows you to traverse between forests and jungles as if they were roads but that feature only works if you traverse through the forests and jungles, entering them still requires full movement points making this bonus virtually useless. Another downside is that forests do not really provide that much food for your own city thus making growth difficult. Their unique building, the longhouse also lacks the scaling production bonus effect in favor of a measly production bonus on forest tiles meaning that for the longhouse to work, you need to keep almost all of the forests alive meaning your cities will rarely grow tall. All in all, they are one of the few civilizations whose bonuses directly detriments the civilization growth.

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* In [[{{Videogame/Civilization}} ''[[{{Videogame/Civilization}} Civilization V]], V]]'', the Iroquois unique ability, ''The Great Warpath'' allows you to traverse between forests and jungles as if they were roads but that feature only works if you traverse through the forests and jungles, entering them still requires full movement points making this bonus virtually useless. Another downside is that forests do not really provide that much food for your own city thus making growth difficult. Their unique building, the longhouse also lacks the scaling production bonus effect in favor of a measly production bonus on forest tiles meaning that for the longhouse to work, you need to keep almost all of the forests alive meaning your cities will rarely grow tall. All in all, they are one of the few civilizations whose bonuses directly detriments the civilization growth. Compare the Celt's ''Druidic Lore'' ability which gives +1/+2 Faith per city near unimproved forests (which gives them an edge as a Religious Civ) and Brazil's unique "Brazilwood Camp" improvement, which gives a +2 Gold improvement on the Jungle tile (and +2 culture with acoustics as Brazilwood is used for instruments) while ''keeping the Jungle tile intact'' which gives the tile a total output of 2 Food, Science, Gold, and Culture.
24th May '17 10:33:19 AM DastardlyDemolition
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* ''VideoGame/FalloutNewVegas'' had a similar scenario with the pre-order bonus/''Courier's Stash'' DLC items. Most of them were lackluster to begin with, but were made worse by lack of compatibility with Perks and other DLC. The way the game's engine is written, any given DLC cannot directly act on another -- the end result was that most of the pre-order equipment was counter-intuitively excluded from Perks added by main DLC (for example, the pre-order shotgun is the ''only shotgun in the game'' that doesn't benefit from the ''And Stay Back'' (10% chance to knock enemies over when they are hit with a shotgun) Perk added in ''Dead Money.''). Some of the weapons would accept mods, albeit with glitchy results. The only truly unique item was the Vault 13 canteen, an item that would automatically drop the player's dehydration level in Hardcore Mode, but not enough to subsist upon it alone (and it was useless if not playing in Hardcore).
* ''VideoGame/WhiteKnightChroniclesII'' made a pretty big deal out of the fact that one of its features was that [[AnAdventurerIsYou your avatar character]] would gain the ability to transform into a ([[DesignItYourselfEquipment fully customizable]]!) Knight like the other main characters could. But when do you unlock the Arc Knight? Right before heading off for the final dungeon. Oh, and you need to complete an easily-missable sidequest to unlock it. And that whole "fully customizable" part? [[DoubleUnlock You need to spend months]] LevelGrinding [[DoubleUnlock your Guild Rank and]] ItemFarming [[DoubleUnlock the right amounts of the right arbitrary items in order to make and equip the parts that change the Knight's appearance]]. It got so so ridiculous that {{Level 5}} went and released DLC that replicated all the Knight parts and billed them as being "cheaper" to manufacture than their in-game counterparts. ...But not by much.

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* ''VideoGame/FalloutNewVegas'' had a similar scenario with the pre-order bonus/''Courier's Stash'' DLC items. Most of them were lackluster to begin with, but were made worse by lack of compatibility with Perks and other DLC. The way the game's engine is written, any given DLC cannot directly act on another -- the end result was that most of the pre-order equipment was counter-intuitively excluded from Perks added by main DLC (for DLC. For example, the pre-order shotgun is the ''only shotgun in the game'' that doesn't benefit from the ''And Stay Back'' (10% chance to knock enemies over when they are hit with a shotgun) Perk added in ''Dead Money.'').''. Some of the weapons would accept mods, albeit with glitchy results. The only truly unique item was the Vault 13 canteen, an item that would automatically drop the player's dehydration level in Hardcore Mode, but not enough to subsist upon it alone (and it was useless if not playing in Hardcore).
Hardcore). The most millage you'd get from it in Normal Mode is seeing the "You take a sip from your Vault 13 canteen" message when something impressive happens but by and large it was worthless.
* ''VideoGame/WhiteKnightChroniclesII'' ''VideoGame/WhiteKnightChronicles II'' made a pretty big deal out of the fact that one of its features was that [[AnAdventurerIsYou your avatar character]] would gain the ability to transform into a ([[DesignItYourselfEquipment fully customizable]]!) Knight like the other main characters could. But when do you unlock the Arc Knight? Right before heading off for the final dungeon. Oh, and you need to complete an easily-missable sidequest to unlock it. And that whole "fully customizable" part? [[DoubleUnlock You need to spend months]] ''months'' LevelGrinding [[DoubleUnlock your Guild Rank and]] and ItemFarming [[DoubleUnlock the right amounts of the right arbitrary items in order to make and equip the parts that change the Knight's appearance]]. It got so so ridiculous that {{Level 5}} went and released DLC that replicated all the Knight parts and billed them as being "cheaper" to manufacture than their in-game counterparts. ...But counterparts... [[YankTheDogsChain but not by much.much]].
22nd May '17 4:51:01 PM MyFinalEdits
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** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Like Between Worlds]]'': Finish the game and you unlock Hero Mode, where the only change is Link taking 4 times as much damage from enemy attacks. Your reward for playing in Hero Mode? You get to read Ravio's Diary: a whopping three paragraphs of text.
22nd May '17 2:14:05 PM ZorotheGallade
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* ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds]]'': Finish the game and you unlock Hero Mode, where the only change is Link taking 4 times as much damage from enemy attacks. Your reward for playing in Hero Mode? You get to read Ravio's Diary: a whopping three paragraphs of text.

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* ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds]]'': ** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Like Between Worlds]]'': Finish the game and you unlock Hero Mode, where the only change is Link taking 4 times as much damage from enemy attacks. Your reward for playing in Hero Mode? You get to read Ravio's Diary: a whopping three paragraphs of text.
22nd May '17 2:13:30 PM ZorotheGallade
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Added DiffLines:

* ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds]]'': Finish the game and you unlock Hero Mode, where the only change is Link taking 4 times as much damage from enemy attacks. Your reward for playing in Hero Mode? You get to read Ravio's Diary: a whopping three paragraphs of text.
4th May '17 8:15:01 PM kablammin45
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* ''VideoGame/MarioKart 7'' has a few unlockable gliders you can earn. However, some of them are just a copy of the Super Glider in terms of stats, basically giving no bonus, and the rest are just a copy of the Peach Parasol in its bonus stats. This also includes all the golden parts that take so long to get, even if used together.

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* ''VideoGame/MarioKart'':
**
''VideoGame/MarioKart 7'' has a few unlockable gliders you can earn. However, some of them are just a copy of the Super Glider in terms of stats, basically giving no bonus, and the rest are just a copy of the Peach Parasol in its bonus stats. This also includes all the golden parts that take so long to get, even if used together.together.
** If you make the grueling effort to complete the [[HarderThanHard 200cc version]] of all cups in ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' you get rewarded with...Gold Metal Mario. Needless to say, a number of players will admit that they were expecting something more than just a PaletteSwap of an existing character for completing the game's hardest mode. (And not just because {{Palette Swap}}s of Mario (and Peach for that matter) are [[BrokenBase a point of contention anyway]].)
28th Apr '17 5:56:08 PM TheMisterSonic
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* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'', supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]except for a really cheap part in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.

to:

* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'', supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]except for [[note]]The most major change in it was adding a [[ThatOneLevel really cheap part part]] in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.
28th Apr '17 5:54:28 PM TheMisterSonic
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* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'' supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]except for a really cheap part in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.

to:

* In ''VideoGame/ShadowTheHedgehog'', there are hidden keys in every level that, once you get them all, unlock a secret door for that level. While most of the doors have powerful weapons or enable shortcuts, the door in Lost Impact gives you an armored car... in a close-walled, cramped space station level. And you can't even take it very far, as there are walls you have to spin dash under, and rail segments where the car can't go, almost immediately after you get the prize. In fact, most of the unlockable weapons/secret doors are like this in Shadow. Particularly {{egregious}} are the secret doors for Westopolis (similar to Lost Impact, it gives you a bad-controlling lowrider with no special weapon which you get 75% of the way through the level) and Lethal Highway (a minigun with 80 ammo, which is pathetic if you were hoping for a MoreDakka rampage). The worst is Mad Matrix, which gives you nothing but an alternate path to the Goal Ring, which is only remotely useful if you're trying to save some time to A-rank the neutral mission, and even then it's far from necessary. Additionally, the weapons you unlock for completing certain endings are ''extremely'' [[{{Nerf}} Nerfed]] [[InfinityMinusOneSword Infinity Minus One Swords]], particularly the [[VideoGame/SonicAdventure2 Omochao Gun]] and [[BillyHatcherAndTheGiantEgg Vacuum Gun]], which are powerful but have a laughable ammunition capacity (even when levelled up!) that hardly makes it worth the effort. Also, getting an A rank on every mission on every stage would unlock ''Very Hard Mode'' Mode'', supposedly like ''VideoGame/SonicHeroes'''s Very Hard Mode, where the levels' layouts are changed to be a lot harder, and you go through every stage, one after the other, without stopping. But in ''Shadow'', they barely changed any of the layouts at all.[[note]]except for a really cheap part in Circus Park.[[/note]] And by that point, though, you've probably played through all the levels so many times, there isn't any point to playing what's mostly the same ones all in a row.
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